using UnityEngine;
using System.Collections;

/// MouseLook rotates the transform based on the mouse delta.
/// Minimum and Maximum values can be used to constrain the possible rotation

/// To make an FPS style character:
/// - Create a capsule.
/// - Add the MouseLook script to the capsule.
///   -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
/// - Add FPSInputController script to the capsule
///   -> A CharacterMotor and a CharacterController component will be automatically added.

/// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
/// - Add a MouseLook script to the camera.
///   -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)

/* TODO:
 * 1- Headbob needs to work with "auto-walk"(not even implemented yet, so look at that first)
 * 2- Try to refactor...this is mostly the Unity MouseLook with a fix for maximumX rotation and added headbobing.
 */

[AddComponentMenu("Camera-Control/Mouse Look")]
public class MouseLook : MonoBehaviour {

	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;
	
	private float timer = 0.0F; 
	public bool useHeadBob = false;
	public float bobbingSpeed = 0.18F; 
	public float bobbingAmount = 0.2F; 
	public float midpoint = 2.0F; 
	
	private float rotationX = 0F;
	private float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY) {
			// Fixing some issues with Maximum and Minimum X not working at all
		    if (minimumX == maximumX) {
		       rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
		    }
		    else {
		       rotationX += Input.GetAxis("Mouse X") * sensitivityX;
		       rotationX = Mathf.Clamp(rotationX, minimumX, maximumX);          
		    }
		    rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
		    rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
		    transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
		
		// Headbob code
		// Comented parts just remove the animation while strafing, since we don't need it
		if (useHeadBob) {
			float waveslice = 0.0F;
			//float horizontal = Input.GetAxis("Horizontal"); 
			float vertical = Input.GetAxis("Vertical"); 
			if (/*Mathf.Abs(horizontal) == 0 &&*/ Mathf.Abs(vertical) == 0) { 
				timer = 0.0F; 
			} 
			else { 
				waveslice = Mathf.Sin(timer); 
				timer = timer + bobbingSpeed; 
				if (timer > Mathf.PI * 2) { 
				timer = timer - (Mathf.PI * 2); 
				} 
			} 
			if (waveslice != 0) {
				float translateChange = waveslice * bobbingAmount;
				float totalAxes = /*Mathf.Abs(horizontal) +*/ Mathf.Abs(vertical);
				totalAxes = Mathf.Clamp (totalAxes, 0.0F, 1.0F);
				translateChange = totalAxes * translateChange;
				transform.localPosition = new Vector3(transform.localPosition.x, midpoint + translateChange, transform.localPosition.z);
			} 
			else {
				transform.localPosition = new Vector3(transform.localPosition.x, midpoint, transform.localPosition.z);
			}
		}
	}
	
	void Start ()
	{
		// Make the rigid body not change rotation
		if (rigidbody)
			rigidbody.freezeRotation = true;
	}
}